Simple Melee Weapon.* Melee Weapon Attack:+1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage. *(Club; Greatclub; Mace; Quarterstaff; or Sickle)
Simple Thrown Weapon.* Melee or Ranged Weapon Attack:+1 to hit, reach 5 ft. or range X/Y ft., one target. Hit: 1 (1d4 - 1) piercing damage. *(Dagger; Handaxe; Javelin; Light Hammer; Spear; or Yklwa)
Simple Ranged Weapon.* Ranged Weapon Attack:+1 to hit, range X/Y ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage. *(Boomerang; Crossbow, Light; Dart; Shortbow; or Sling)
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. The method described here allows you to quickly generate unique, custom NPCs for your D&D games.
Ability Scores
You have 12 points to spend on an NPC’s ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 12 costs 4 points. Using this method, 12 is the highest ability score your NPC can end up with, before applying racial increases.
This method of determining ability scores enables you to create a set of three above average numbers, and three below average numbers (12, 12, 12, 8, 8, 8), a set of numbers that are average and equal (10, 10, 10, 10, 10, 10), or any set of numbers between those extremes.
Ability Score Point Cost
Score
Cost
8
0
9
1
10
2
11
3
12
4
Race or Lineage
After assigning points to your NPC’s ability scores, apply the traits from the desired lineage, race (or racial variant), and subrace as applicable. Adjusting the NPC’s size and Hit Die accordingly (small creatures have a d6 hit die). If the race would apply a feat to the NPC, choose a feat suitable to that character. Each race also gives suggestions for names to give your NPC.
Occupation and Lifestyle
Next, apply the feature and proficiencies from the background most suitable to represent the NPCs current, or most practiced profession, including all equipment. These backgrounds also give suggestions for personal characteristics to give your NPC.
Once all of the above information has been compiled, choose a lifestyle appropriate for the character (see “Lifestyle Expenses” in chapter 5 of the PHB).
Wrapping Up
Finally, once the NPC’s ability scores and skill proficiencies have been determined, adjust their AC, Hit Points, Passive Perception, and Attack and damage modifiers to reflect those bonuses and proficiencies. If the NPC gains proficiency with a martial weapon, natural weapon, unarmed strike, or other attack from any of the above sources, those would replace the attack templates provided under the Actions section of the statblock.
Innate Spellcasting. Charisma (+4 to hit / Save DC 12) • 1ce Each/Long Rest- Hideous Laughter, Misty Step
Actions
Dagger. Melee or Ranged Weapon Attack:+2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Bonus Actions
Two-Dagger Fighting. Melee or Ranged Weapon Attack:+2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Description
Jiang’s exposure to the Feywild’s magic has changed him.
He grew up in the Feywild after disappearing from his home on the prime material plane as a child. He stumbled through a fey crossing by chance during a twilight stroll in the woods. Gradually, he fell under the Feywild’s spell and learned a little about the nature of the mercurial tricksters that dwell there.
When he finally returned home to the prime material plane, he did not come back unchanged. He is haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although his memories of the Feywild grow fainter with each passing day, his heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—his home away from home.
Piece of parchment bearing a child’s drawing of an oni
Tiny wooden stool (sized for a pixie or sprite) that gives splinters to those who hold it
Fey Mark
Jiang was transformed in some small way by his stay in the Feywild and gained a fey mark:
Jiang’s skin sparkles in moonlight.
Feywild Visitor
Whenever he’s sound asleep during a long rest, a spirit of the Feywild in the form of a Unicorn might pay him a visit. No harm ever comes to Jiang as a result of such visits, which can last for minutes or hours, and he remembers each visit when he wake up. Conversations that occur with the visitor often contain any number of things, from messages and insights to nonsense and red herrings. Such conversations are always conducted in a language Jiang can understand.
Feature: Feywild Connection
Jiang’s mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see him as one of their own. Because of this, friendly Fey creatures are inclined to come to Jiang’s aid if he is lost or needs help in the Feywild.
Personality Traits
Wherever I go, I try to bring a little of the warmth and tranquility of home with me.
Like a nomad, I can’t settle down in one place for very long.
Ideal
Wanderlust. I prefer to take the less traveled path. (Chaotic)
Bond
I feel indebted to Mister Witch and Mister Light for giving me a home and a purpose.
Flaw
I think the whole multiverse is out to get me.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given.
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerûn. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
Dagger. Melee or Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Sling. Ranged Weapon Attack:+3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. As a forest gnome, Badger has a natural knack for illusion and inherent quickness and stealth.
Badger lives in seclusion entirely alone, and has for a formative part of her life. She was forced into seclusion by those hunting her to either steal her research, or destroy it. In her time apart from the clamor of society, she found quiet, solitude, and some of the answers she was looking for.
Seclusion and Discovery
The quiet seclusion of her extended hermitage gave her access to a unique and powerful discovery. As the caretaker of an ancient ruin, she unearthed a relic of the past that could rewrite history.
Personality Traits:
I am working on a grand philosophical theory and love sharing my ideas.
I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
Ideal:
Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)
Bond:
I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
Flaw:
I’d risk too much to uncover a lost bit of knowledge.
Powerful Build. Urzul counts as Large when determining his carrying capacity (150 300) and the weight he can push, drag, or lift (300 600).
Researcher. When Urzul attempts to learn or recall a piece of lore, if he does not know that information, he often* knows where and from whom it can be obtained. Usually, this information comes from a library, scriptorium, university, or another sage or other learned person or creature. *(The knowledge he seeks might be secreted away in an almost inaccessible place, or that it simply cannot be found.)
Actions
Handaxe. Melee or Ranged Weapon Attack:+2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) slashing damage.
Small Knife (Improvised Weapon). Melee Weapon Attack:+0 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
Bonus Actions
Aggressive. As a bonus action, Urzul can move up to 30 ft. toward an enemy of his choice that he can see or hear. He must end this move closer to the enemy than he started.
Description
Urzul spent years learning the lore of the multiverse. He scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest him. His efforts have made him a master in his fields of study. Specialty: Professor
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Most of the orcs that stay behind when the warriors go on their raids are weaker than their tribe mates or otherwise not suited for a life of battle. Worshipers of Luthic fall into this category, as do some of those that revere Yurtrus or Shargaas. But even these orcs are trained in combat, and all of them are expected to act like warriors if the lair is attacked or threatened.
Characteristics
Personality Traits
• “I am horribly, horribly awkward in social situations.” • “I chant orcish war dirges during combat.”
Ideal
• Logic. “Emotions must not cloud our logical thinking.” (Lawful)
Bond
• “Every serious choice I make must be decided by signs or omens from the gods.”
Flaw
• “I understand the value of civilization and the order that society brings.”
Shepherd’s Crook. Melee Weapon Attack:+2 to hit, reach 5 ft., one target. Hit: 3 (1d6)bludgeoning damage / 4 (1d8Versatile).
Description
Dorn is a lesser functionary in a temple to Selûne, raised from childhood to assist the priests in the sacred rites. He was shaped by his experiences in temples or other religious communities.
Personality Traits
•I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me. • I quote (or misquote) sacred texts and proverbs in almost every situation.
Ideal
• Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond
• Everything I do is for the common people.
Flaw
• Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Shelter of the Faithful
As an acolyte, Dorn commands the respect of those who share his faith in Selûne, moon goddess, and he can perform the religious ceremonies of Selûne,‘s faithful. Dorn and his companions can expect to receive free healing and care at a temple, shrine, or other established presence of Selûne, though they must provide any material components needed for spells. Those who share his religion will support Dorn (but only Dorn) at a modest lifestyle.
Since Dorn has ties to a specific temple dedicated to Selûne, he has a residence there. While near his temple, he can call upon the priests for assistance, provided the assistance he ask for is not hazardous and he remains in good standing with that temple.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.
Acolytes have spent their lives in the service of a temple to a specific god or pantheon of gods. They act as intermediaries between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. An Acolyte is not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.
Lucky. When Toni rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
Brave. Tonis has advantage on saving throws against being frightened.
Halfling Nimbleness. Toni can move through the space of any creature that is of a size larger than his.
Ever Hospitable.When Toni makes a Charisma (Persuasion) check or an ability check involving brewer's supplies or cooking utensils, he can roll a d4 and add the number rolled to the ability check
Innate Spellcasting:Innkeeper's Magic; Spellcasting Ability: Cha
Chef's Knife. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 3 (1d4+1) piercing damage.
Rolling Pin. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage.
Description
Toni is the keeper of the "Sea View Tavern" - which, despite its name is located nowhere near the sea. Instead, it is located in a small farming village in the mountains high above the town of Phandalin - and indeed, when you are sitting at your table on the tavern's terrace, you can experience an amazing view over almost the entire Sword Coast, and on the horizon, behind the silhouette of the metropole of Neverwinter, far in the distance, you can indeed see the deep-blue sea. Toni himself recently inherited the tavern from his parents, who themselves inherited it from their grandparents - it has a long tradition. And now it is his job to run it, to care for the tavern's guests and to provide food and drink - which is not easy for a young and unexperienced halfling like him.
Personality Traits
• I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. •I always want to know how things work and what makes people tick.
Ideal
• Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Lawful Good)
Bond
• The village and especially the tavern are the most important places in the world to me.
Flaw
• I am too enamored of ale, wine, and other intoxicants.
Draconic Legacy. Taklak knows the Booming Blade cantrip with Charisma is his spellcasting ability.
Ear to the Ground. Taklak has a contact in any city he visits who provides information about the people and places of the local area.
Actions
Booming Blade Dagger. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and then becomes sheathed in booming energy until the start of its next turn. If the target willingly moves 5 feet or more before then, the target takes 4 (1d8) thunder damage, and the spell ends.
Dagger. Melee or Ranged Weapon Attack:+4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack:+4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Net. Ranged Weapon Attack:+4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Bonus Actions
Draconic Roar (2/Long Rest). Taklak lets out a draconic roar at his enemies within 10 feet of himself. Until the end of his next turn, he and his allies have advantage on attack rolls against any of those enemies who could hear the roar.
Description
Known commonly as Taklak, he is a mean Kobold who makes a meaner living tracking down people for pay. Unlike some people who collect bounties, though, Taklak isn’t a savage who follows quarry into or through the wilderness. He’s involved in a lucrative trade, in the place wherever he lives, that routinely tests his skills and survival instincts. What’s more, he isn’t alone, as a bounty hunter in the wild would be: Taklak routinely interacts with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help him succeed.
He is a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. He is also someone who has his ear to the street, aware of the doings of thieves’ guilds and street gangs, and is in frequent contact with people associated with the criminal underworld. The communities where Taklak plies his trade might be Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or less populous locations, perhaps Luskan or Yartar — any place that’s large enough to have a steady supply of potential quarries.
Personality Traits
• I would rather make a new friend than a new enemy. • I blow up at the slightest insult.
Ideals
• Greed. I will do whatever it takes to become wealthy.
Bonds
• I’m trying to pay off an old debt I owe to a generous benefactor.
Dual Mind. Molavakri-Ashtai has advantage on all Wisdom saving throws.
Severed from Dreams. Molavakri-Ashtai is immune to spells and other magical effects that require her to dream, like dream, but not to spells and other magical effects that put creatures to sleep, like sleep.
Actions
Small Knife (improvised weapon). Melee Weapon Attack:+0 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
Mind Link. Whenever Molavakri-Ashtai speaks telepathically to a creature she can use her action to give that creature the ability to speak telepathically with her for up to 1 hour or until she end this effect as an action. To use this ability, the creature must be within 10 feet of Molavakri-Ashtai and be able to see her. She can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Description
Personality Traits
• I’m always looking to improve efficiency. • I’m critical of monarchies and limits on the houses.
Ideal
• Tradition. I uphold traditions of my house and bring honor to my family. (Lawful)
Bond
• Someone I love was killed by a rival faction within my house, and I will have revenge.
Flaw
• I’m fixated on following official protocols.
Kalashtar Quirk
• I am strongly influenced by the emotions of those around you.
Molavakri-Ashtai has sworn fealty to House Sivis in the hopes of making her fortune through the house. Her main task is to serve as the eyes of House Sivis, but she could be called on at any time to act as its hand in the roll of a covert operative. Such missions can be perilous but lucrative.
As an agent of House Sivis, Molavakri-Ashtai can always get food and lodging for herself and her friends at a Sivis enclave. When the house assigns her a mission, it will usually provide her with the necessary supplies and transportation. Beyond this, Molavakri-Ashtai has many old friends, mentors, and rivals in House Sivis, and she may encounter one of them when she interacts with any House Sivis business. The degree to which such acquaintances are willing to help her depends on her current standing in the house.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.
Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep.
In addition to running their network of speaking stones, the gnomes of House Sivis also train and licenses scribes, notaries, interpreters, cartographers, barristers, heralds, bookbinders, and others who work with words. House Sivis has an especially close relationship with House Kundarak, as Kundarak letters of credit must be notarized with a Sivis arcane mark.
Doyenne Lyssa Larriman, the leader of House Sivis, takes great pains to maintain the trust of its clients and holds a position of absolute neutrality in all disputes, whether between houses or nations. He also ensures that any internal intrigues never threaten the house or its reputation.
Artificer's Lore. Whenever Adelaide makes an Intelligence (History) check related to magic items, alchemical objects, or technological devices, he can add twice his proficiency bonus, instead of any proficiency bonus he would normally apply.
Gnome Cunning. Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Actions
Sprocket Wrench. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
Adelaide's Astounding Thingamawidgit. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Description
Adelaide is an accomplished tinker in the Fraternity Of Metalworkers, an influential guild involved in everything from the mass production of household tools and appliances, to the smithing of armaments for militaries, to the development of cutting edge and experimental artifice, the latter of which he is considered a specialist in with numerous innovative creations (patents pending).
Personality Traits
•I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist. • I like to talk at length about my profession.
Ideal
• Aspiration. I work hard to be the best there is at my craft. (Any)
Bond
• The workshop where I learned my trade is the most important place in the world to me.
Flaw
• I’m never satisfied with what I have — I always want more.
Feature: Guild Membership
As an established and respected member of a guild, Adelaide can rely on certain benefits that membership provides. Adelaide's fellow guild members will provide him and his companions with lodging and food if necessary, and pay for his funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of Adelaide's profession, which can be a good place to meet potential patrons, allies, or hirelings.
Adelaide is in good standing with his guild, which wields tremendous political power. If any of his associates are accused of a crime, he can use his connections to support them if a case can be made for their innocence or if the crime is justifiable. He is also able to leverage his connections to help gain access to powerful political figures closely aligned with his guild. Such connections do not come cheap, and might require the donation of money or magic items, or a considerable favor.
Equipment
A set of tinker’s tools, a framed letter of introduction from his guild, a set of traveler’s clothes, a music box, a mechanical fire starter, a clockwork duck, and a pouch containing 15 gp
10's in everything unless they're remarkable in some way. Proficiency in the things they need for their job, don't even write down the tools, just the job. +0 to hit, 1d4+0 improvised weapon. Usually go down in one hit. When introduced, say whatever random thing is on my mind, and that's the basis for their personality. Do you think it would be easier to live with one foot, or no feet?
10's in everything unless they're remarkable in some way. Proficiency in the things they need for their job, don't even write down the tools, just the job. +0 to hit, 1d4+0 improvised weapon. Usually go down in one hit. When introduced, say whatever random thing is on my mind, and that's the basis for their personality. Do you think it would be easier to live with one foot, or no feet?
This technique is not intended for all of those nameless, faceless NPCs that don’t matter and nobody will ever interact with again. These are the special NPC commoners that aren’t quite powerful enough to get class levels, but are too special or unique to be “nobodies.” Or the ones the party will interact with so regularly that they will inevitably become more substantial anyway whether I like it or not. At least this way I have some control, or at least forewarning.
This technique is for rapidly generating a recurring commoner who the DM will have to be able to replicate over and over consistently, or for creating memorable NPCs when you have the time. In under a minute I can drag-highlight, & copy/paste a race and a background into a commoner, randomly generate characteristics for them which includes an alignment suggestion, and do it all while RPing this new NPC without ever skipping a beat, and then refine them later to make their permanent statblock.
But if this technique isn’t really useful to you that’s fine. It is to others. And your interacting, even just to state you don’t find value in the technique still raises visibility to help people who will get use out of it find this thread. So, thanks for the free bump.
Athamé (Dagger). Melee or Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Spellcasting (WIS). Spell Attack +4
Adalbirt casts one of the following spells, requiring no material components:
At Will:
Fire Bolt. Ranged Spell Attack:+4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
Ray of Frost. Ranged Spell Attack:+4 to hit, range 60 ft., one target. Hit: 4 (1d8) cold damage and the creature’s speed is reduced by 10 feet until the start of Adalbirt‘s next turn.
Distant kin of giant owls from the Feywild, Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders. Like owls, owlin are graced with feathers that make no sound when they move or fly.
“Now I pine, with fervent lamentation, How my art suffers, sans education.”
— Adalbirt Abledown
Adalbirt is an artist, and he had prepared to hone his craft according to the traditions of Prismari College. Prismari, the College of Elemental Arts, is devoted to the study and practice of art intertwined with magic. The mage-students of Prismari wield magic in spectacles of creativity: masterpieces of showy, over-the-top magic. They use elemental magic, often combining different types of energy—fire, water, air, earth, lightning, heat, cold—in powerful expressions of conflict and harmony.
Adalbirt had grand visions of bringing his art of hand-blown ice sculptures to life in a fusion of magic and creativity…. Until those hopes were dashed by a scandal that he swears was not of his making.
Characteristics
Personality Traits
• I’m beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore. • I am horribly, horribly awkward in social situations.
Ideal
• Beauty. What is beautiful points us beyond itself toward what is true. (Good)
Bond
• My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
Flaws
• I can’t keep a secret to save my life, or anyone else’s. • I am an aspiring poet of boundless inspiration, er… but poor reputation….
Equine Build. Dunja counts as one size larger when determining her carrying capacity (180 360) and the weight she can push or drag (360 720). In addition, any climb that requires hands and feet, costs 4 extra feet per foot of movement, instead of the normal 1 extra foot.
Actions
Hooves. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Javelin (4). Melee or Ranged Weapon Attack:+4 to hit, reach 5 or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
Charge. If the Centaur moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, it can immediately follow that attack with a bonus action, making one attack against the target with its hooves.
Description
Dunja Is a member of a blessed community, built on the ideals of harmony. In the Selesnya Conclave, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat’Selesnya. As a member of the Selesnya Conclave, Dunja is surrounded by people and other creatures who share her worldview and her longing for deeper spiritual communion with the world. She has a fervent desire to share the joy she experiences with Ravnica. Like all centaurs, Dunja celebrates life and growth, and at the same time she reveres the traditions of the past.
Characteristics
Personality Traits
• Seeing illness or injury in any creature saddens me. • Nature offers rich and abundant metaphors for understanding the complexities of life.
Ideal
• Life. Preserving life and nature is always a worthwhile endeavor. (Good)
Bond
• I’ll sing the invitation of Mat’Selesnya with my dying breath.
Flaw
• I have a fierce temper that doesn’t reflect the inner calm I seek.
As a member of the Selesnya Conclave, Dunja can count on her guild mates to provide shelter and aid. Dunja and her companions can find a place to hide or rest in any Selesnya enclave in the city, unless she has proven to be a danger to them. The members of the enclave will shield her from the law or anyone else searching for her, though they will not risk their lives in this effort.
In addition, as a guild member Dunja receives free healing and care at a Selesnya enclave, though she must provide any material components needed for spells.
Selesnya Ally
• A wise centaur trainer, Kotyali, believed in me even though I was a terrible student.
Selesnya Rival
• A “good friend,” Pinya, has risen to become a Ledev guardian.
Other Contact
• I once had a heated public argument with an Izzet chemister named Ovlan. Neither of us is allowed back into that restaurant, so we argue at the one across the plaza now.
Selesnya centaurs favor long, flowing hair. The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers.
The Conclave is committed to resisting the ambitions of the other guilds — with military force if necessary. Though they are smaller than a human rider mounted on a horse, centaurs fill similar roles as cavalry warriors, messengers, outriders, and scouts. Among the Selesnya, centaurs are also the voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces. Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole.
Echoes of Victory. Whenever Quickhooves visits any settlement within 100 miles of Amatrophon, where she lives, there is a 50 % chance she can find someone there who admires her and is willing to provide information or temporary shelter.
Magic Resistance. Quickhooves has advantage on saving throws against spells and other magical effects.
Mirthful Leaps. Whenever Quickhooves jumps she adds 4 (1d8) feet to the distance: High Jump 2 / 4 ft. (running); Long Jump 6 / 12 ft. (running). This extra distance costs movement (as normal).
Actions
Ram. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Discus. Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Description
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Quickhooves is no different, but she does strive to perfect herself physically and in execution of everything she does. The thrill of competition lights fire in her' blood, and the roar of the crowd drives her forward. Quickhooves’ main event is the Pentathlon (running, long jump, discus, javelin, and wrestling).
She maintains a comfortable lifestyle as an athlete. She has attracted admiration among spectators, fellow athletes, and trainers in the region that host her athletic victories. Tales of her exploits precede her, and might open doors or loosen tongues.
Characteristics
Personality Traits
• I feel most at peace during physical exertion, be it exercise or battle. • I get irritated if people praise someone else and not me.
Ideal
• Triumph. The best part of winning is seeing my rivals brought low.
Bond
• The person who trained me is the most important person in my world.
Flaw
• I indulge in a habit that threatens my reputation or my health.
Eccentricity
• If stumped, I smoke a pipe. And if I’m going to smoke a pipe, it’s going to be a most splendid pipe.
Satyrs are raucous fey that resemble humans with the furry lower bodies and cloven hooves of goats. They frolic in wild forests, driven by curiosity and hedonism in equal measure. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure.
While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.
Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
In my day, a commoner used the array (9, 10, 10, 11, 11, 12) This was a 15 point distribution of three 10's and three 11's representing the average of a set of 3d6 rolls and the application of a +2, -2 pair of racial modifiers applied purposefully so as to not create a wider range of scores.
It is worth noting that Warriors/Experts also used this 15 point allocation, but distributed them so as to generate an array of (6, 10, 10, 10, 10, 18) begining the trend of having two exceptional - and thus uncommon - ability scores, one that is a 'liability' to be overcome or compensated for by partnering with another character, and the other that is a boon of advantage to your specific profession.
Notes: The 6, rather than being a simple (8-2) is actually a (6or7-2) with some of the penalty negated by a minimum 6 attribute score rule which allowed for the milking of two more points out of the system turning what would have been a base 14 for the high score into a base 15. The description also allowed for a +1 to attribute score magic item or other source such as a racial bonus feat or level 3 feat or level 4 ASI. Also interesting to note, that in earlier additions, this array would have been a servicable PC array.
Rollback Post to RevisionRollBack
Thank you for your time and please have a very pleasant day.
The difference between a 10 and an 11 (or 8 and 9) is only relevant to carrying capacity and long jumps this edition. So an array of 8, 10, 10, 10, 10, 12 is virtually identical to an array of 9, 10, 10, 11, 11, 12.
In addition, this edition there are no longer any negative racial adjustments to ability scores. (Pretty soon there won’t have any racial adjustments to scores at all.) Not to mention that this edition (as you’ve noted) the PCs all have a much higher array of Ability Scores as well, so adding an additional +2/+1 (or +1/+1/+1) to a commoner will still give them muuucch lower stats than most PCs today.
Finally, as I stated before, those are not intended to be the “run of the mill” NPC commoners. (For them I use the standard commoner statblock and just add a race to it if it actually matters.) These are the “special” NPCs. These are the NPCs that are meant to be the homebrewed analogs to the published NPCs.
Oh, I get it. If you ignore all the SKT characters, you just have ordinary commoners and one noble. The SKT guys are all from Chapter 2, where the given NPCs are meant to be put in the players' hands as sort of sidekicks. It's a very odd encounter, and I don't think they've replicated it since. It's kind of a mess, but the idea is to boost the players up to the point where they can take on giants at an early level, while allowing potential casualties without ending the adventure. Point is, it's a real niche thing. I suppose if your needs are similar to that, it makes sense to roll these up.
Oh, I get it. If you ignore all the SKT characters, you just have ordinary commoners and one noble. The SKT guys are all from Chapter 2, where the given NPCs are meant to be put in the players' hands as sort of sidekicks. It's a very odd encounter, and I don't think they've replicated it since. It's kind of a mess, but the idea is to boost the players up to the point where they can take on giants at an early level, while allowing potential casualties without ending the adventure. Point is, it's a real niche thing. I suppose if your needs are similar to that, it makes sense to roll these up.
A number of the commoners in that list I linked are from Waterdeep: Dragon Heist and Curse of Strahd. Here are some more from CRs ⅛ — ½ as well, including Volo from Tomb of Annihilation.
Oh, I get it. If you ignore all the SKT characters, you just have ordinary commoners and one noble. The SKT guys are all from Chapter 2, where the given NPCs are meant to be put in the players' hands as sort of sidekicks. It's a very odd encounter, and I don't think they've replicated it since. It's kind of a mess, but the idea is to boost the players up to the point where they can take on giants at an early level, while allowing potential casualties without ending the adventure. Point is, it's a real niche thing. I suppose if your needs are similar to that, it makes sense to roll these up.
A number of the commoners in that list I linked are from Waterdeep: Dragon Heist and Curse of Strahd. Here are some more from CRs ⅛ — ½ as well, including Volo from Tomb of Annihilation.
Nobles and thugs for the most part. Statted out because the party might fight them. And missing all the personality stuff you included.
Just seems like wasted effort to me. (My party was so hyped about the guy with the crossbow arm though. It's totally pointless mechanically, but it's great.)
I'll never give you free traffic on your post that you worked hard on! Anybody reading this, go away! Lol.
😂😂
I’m just trying to inspire people and show how quick and easy it can be to whip up unique and memorable NPCs in a minute or two. Yeah, I took a little longer to pretty these up for this thread (and publication), but the following took me only a couple of minutes:
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Actions
Shortsword. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Shortbow. Ranged Weapon Attack:+3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Description
1
I judge people by their actions, not their words.
5
I’m confident in my own abilities and do what I can to instill confidence in others.
6
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
1
I have a family, but I have no idea where they are. One day, I hope to see them again.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.
Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
Defining Event
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.
9
A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
Horns. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Maul. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Bonus Actions
Goring Rush. Immediately after Kalazmir uses the Dash action on his turn and moves at least 20 feet, he can make one melee attack with his horns as a bonus action.
Hammering Horns. Immediately after Kalazmir hits a creature with a melee attack as part of the Attack action on his turn, he can use a bonus action to attempt to shove that target with his horns. The target must be Large or smaller and within 5 feet of Kalazmir. Unless it succeeds on a DC 12 Strength saving throw, Kalazmir pushes it up to 10 feet away.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is Kalazmir’s entertainer routine, though he also has some other skills.
Characteristics
Personality Traits
• I love a good insult, even one directed at me. • I change my mood or my mind as quickly as I change key in a song.
Ideal
• Greed. I’m only in it for the money and fame. (Evil)
Bond
• I idolize a hero of the old tales and measure my deeds against that person’s.
Flaw
• I’ll do anything to win fame and renown.
Equipment: A Maul, 2 Drums, a lucky Herengone foot, a costume, and a pouch containing 15 gp
Feature: By Popular Demand Kalazmir can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, he receives free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as he performs each night. In addition, his performance makes him something of a local figure. When strangers recognize him in a town where he has performed, they typically take a liking to him.
The topic of rapidly generating NPCs comes up often enough that I figured I would share my technique for generating commoner NPCs quickly and easily:
https://www.dndbeyond.com/monsters/2067765-spostas-quick-commoners
Simple Melee Weapon.* Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
*(Club; Greatclub; Mace; Quarterstaff; or Sickle)
Simple Thrown Weapon.* Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft. or range X/Y ft., one target. Hit: 1 (1d4 - 1) piercing damage.
*(Dagger; Handaxe; Javelin; Light Hammer; Spear; or Yklwa)
Simple Ranged Weapon.* Ranged Weapon Attack: +1 to hit, range X/Y ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
*(Boomerang; Crossbow, Light; Dart; Shortbow; or Sling)
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. The method described here allows you to quickly generate unique, custom NPCs for your D&D games.
Ability Scores
You have 12 points to spend on an NPC’s ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 12 costs 4 points. Using this method, 12 is the highest ability score your NPC can end up with, before applying racial increases.
This method of determining ability scores enables you to create a set of three above average numbers, and three below average numbers (12, 12, 12, 8, 8, 8), a set of numbers that are average and equal (10, 10, 10, 10, 10, 10), or any set of numbers between those extremes.
Ability Score Point Cost
Score
Cost
8
0
9
1
10
2
11
3
12
4
Race or Lineage
After assigning points to your NPC’s ability scores, apply the traits from the desired lineage, race (or racial variant), and subrace as applicable. Adjusting the NPC’s size and Hit Die accordingly (small creatures have a d6 hit die). If the race would apply a feat to the NPC, choose a feat suitable to that character. Each race also gives suggestions for names to give your NPC.
Occupation and Lifestyle
Next, apply the feature and proficiencies from the background most suitable to represent the NPCs current, or most practiced profession, including all equipment. These backgrounds also give suggestions for personal characteristics to give your NPC.
Once all of the above information has been compiled, choose a lifestyle appropriate for the character (see “Lifestyle Expenses” in chapter 5 of the PHB).
Wrapping Up
Finally, once the NPC’s ability scores and skill proficiencies have been determined, adjust their AC, Hit Points, Passive Perception, and Attack and damage modifiers to reflect those bonuses and proficiencies. If the NPC gains proficiency with a martial weapon, natural weapon, unarmed strike, or other attack from any of the above sources, those would replace the attack templates provided under the Actions section of the statblock.
As usual, I hope that helps.
Sincerely,
🦄
Sposta
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I used the above method to create each of the following NPCs:
Ling, Jiang
Additional Proficiency.Pan Flute
Innate Spellcasting. Charisma (+4 to hit / Save DC 12)
• 1ce Each/Long Rest- Hideous Laughter, Misty Step
Dagger. Melee or Ranged Weapon Attack:+2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Two-Dagger Fighting. Melee or Ranged Weapon Attack:+2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Description
Jiang’s exposure to the Feywild’s magic has changed him.
He grew up in the Feywild after disappearing from his home on the prime material plane as a child. He stumbled through a fey crossing by chance during a twilight stroll in the woods. Gradually, he fell under the Feywild’s spell and learned a little about the nature of the mercurial tricksters that dwell there.
When he finally returned home to the prime material plane, he did not come back unchanged. He is haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although his memories of the Feywild grow fainter with each passing day, his heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—his home away from home.
Equipment: Two daggers, a pan flute, a set of traveler’s clothes, a pouch containing 8 gp, and three Feywild Trinkets:
Fey Mark
Jiang was transformed in some small way by his stay in the Feywild and gained a fey mark:
Feywild Visitor
Whenever he’s sound asleep during a long rest, a spirit of the Feywild in the form of a Unicorn might pay him a visit. No harm ever comes to Jiang as a result of such visits, which can last for minutes or hours, and he remembers each visit when he wake up. Conversations that occur with the visitor often contain any number of things, from messages and insights to nonsense and red herrings. Such conversations are always conducted in a language Jiang can understand.
Feature: Feywild Connection
Jiang’s mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see him as one of their own. Because of this, friendly Fey creatures are inclined to come to Jiang’s aid if he is lost or needs help in the Feywild.
Personality Traits
Ideal
Bond
Flaw
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given.
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerûn. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
Orla “Badger” Folkor
Additional Proficiency. Herbalism Kit
Gnome Cunning. Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting (Natural Illusionist). Intelligence is the spellcasting ability.
• At Will: minor illusion
Dagger. Melee or Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Sling. Ranged Weapon Attack:+3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. As a forest gnome, Badger has a natural knack for illusion and inherent quickness and stealth.
Badger lives in seclusion entirely alone, and has for a formative part of her life. She was forced into seclusion by those hunting her to either steal her research, or destroy it. In her time apart from the clamor of society, she found quiet, solitude, and some of the answers she was looking for.
Seclusion and Discovery
The quiet seclusion of her extended hermitage gave her access to a unique and powerful discovery. As the caretaker of an ancient ruin, she unearthed a relic of the past that could rewrite history.
Personality Traits:
Ideal:
Bond:
Flaw:
Equipment
A set of common clothes, a winter blanket, a scroll case stuffed full of notes from her studies, an herbalism kit, a dagger, a sling, 20 sling bullets, and a pouch containing 5 gp.
Urzul the Weak
Powerful Build. Urzul counts as Large when determining his carrying capacity (
150300) and the weight he can push, drag, or lift (300600).Researcher. When Urzul attempts to learn or recall a piece of lore, if he does not know that information, he often* knows where and from whom it can be obtained. Usually, this information comes from a library, scriptorium, university, or another sage or other learned person or creature.
*(The knowledge he seeks might be secreted away in an almost inaccessible place, or that it simply cannot be found.)
Handaxe. Melee or Ranged Weapon Attack:+2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) slashing damage.
Small Knife (Improvised Weapon). Melee Weapon Attack:+0 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
Aggressive. As a bonus action, Urzul can move up to 30 ft. toward an enemy of his choice that he can see or hear. He must end this move closer to the enemy than he started.
Description
Urzul spent years learning the lore of the multiverse. He scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest him. His efforts have made him a master in his fields of study. Specialty: Professor
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Most of the orcs that stay behind when the warriors go on their raids are weaker than their tribe mates or otherwise not suited for a life of battle. Worshipers of Luthic fall into this category, as do some of those that revere Yurtrus or Shargaas. But even these orcs are trained in combat, and all of them are expected to act like warriors if the lair is attacked or threatened.
Characteristics
Personality Traits
• “I am horribly, horribly awkward in social situations.”
• “I chant orcish war dirges during combat.”
Ideal
• Logic. “Emotions must not cloud our logical thinking.” (Lawful)
Bond
• “Every serious choice I make must be decided by signs or omens from the gods.”
Flaw
• “I understand the value of civilization and the order that society brings.”
Equipment: A set of common clothes; a handaxe; a letter from a dead colleague posing a question Urzul has not yet been able to answer; a pouchcontaining a bottle of black ink, a quill, a small knife, and a folded sheet of parchment; and a pouch containing 10 gp.
Dorn Buckman
Innate Spellcasting: Magic Initiate (Cleric); Spellcasting Ability- Wis
• At Will: guidance, spare the dying
• 1ce/Long Rest: ceremony
Shepherd’s Crook. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)bludgeoning damage / 4 (1d8 Versatile).
Description
Dorn is a lesser functionary in a temple to Selûne, raised from childhood to assist the priests in the sacred rites. He was shaped by his experiences in temples or other religious communities.
Personality Traits
• I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
• I quote (or misquote) sacred texts and proverbs in almost every situation.
Ideal
• Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond
• Everything I do is for the common people.
Flaw
• Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Shelter of the Faithful
As an acolyte, Dorn commands the respect of those who share his faith in Selûne, moon goddess, and he can perform the religious ceremonies of Selûne,‘s faithful. Dorn and his companions can expect to receive free healing and care at a temple, shrine, or other established presence of Selûne, though they must provide any material components needed for spells. Those who share his religion will support Dorn (but only Dorn) at a modest lifestyle.
Since Dorn has ties to a specific temple dedicated to Selûne, he has a residence there. While near his temple, he can call upon the priests for assistance, provided the assistance he ask for is not hazardous and he remains in good standing with that temple.
Equipment
A holy symbol (gifted to him when he entered the priesthood), a prayer book, 5 sticks of incense, vestments, a set of common clothes, and a pouchcontaining 15 gp.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given.
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.
Acolytes have spent their lives in the service of a temple to a specific god or pantheon of gods. They act as intermediaries between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. An Acolyte is not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.
Who’s your NPC?
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Here is my first creation using your method, a tavernkeeper:
Additional Proficiencies: Accordion, Cooking Utensils
Lucky. When Toni rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
Brave. Tonis has advantage on saving throws against being frightened.
Halfling Nimbleness. Toni can move through the space of any creature that is of a size larger than his.
Ever Hospitable. When Toni makes a Charisma (Persuasion) check or an ability check involving brewer's supplies or cooking utensils, he can roll a d4 and add the number rolled to the ability check
Innate Spellcasting: Innkeeper's Magic; Spellcasting Ability: Cha
• At Will: prestidigitation
• 1/Day: purify food and drink, unseen servant
Chef's Knife. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 3 (1d4+1) piercing damage.
Rolling Pin. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage.
Description
Toni is the keeper of the "Sea View Tavern" - which, despite its name is located nowhere near the sea. Instead, it is located in a small farming village in the mountains high above the town of Phandalin - and indeed, when you are sitting at your table on the tavern's terrace, you can experience an amazing view over almost the entire Sword Coast, and on the horizon, behind the silhouette of the metropole of Neverwinter, far in the distance, you can indeed see the deep-blue sea. Toni himself recently inherited the tavern from his parents, who themselves inherited it from their grandparents - it has a long tradition. And now it is his job to run it, to care for the tavern's guests and to provide food and drink - which is not easy for a young and unexperienced halfling like him.
Personality Traits
• I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
• I always want to know how things work and what makes people tick.
Ideal
• Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Lawful Good)
Bond
• The village and especially the tavern are the most important places in the world to me.
Flaw
• I am too enamored of ale, wine, and other intoxicants.
Quick and easy way to make a ready-to-use NPC, wasn’t it?
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Sagin Eks “Taklak” Kashak
Additional Proficiencies.Playing Card Set, Thieves’ Tools
Draconic Legacy. Taklak knows the Booming Blade cantrip with Charisma is his spellcasting ability.
Ear to the Ground. Taklak has a contact in any city he visits who provides information about the people and places of the local area.
Booming Blade Dagger. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and then becomes sheathed in booming energy until the start of its next turn. If the target willingly moves 5 feet or more before then, the target takes 4 (1d8) thunder damage, and the spell ends.
Dagger. Melee or Ranged Weapon Attack:+4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack:+4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Net. Ranged Weapon Attack:+4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Draconic Roar (2/Long Rest). Taklak lets out a draconic roar at his enemies within 10 feet of himself. Until the end of his next turn, he and his allies have advantage on attack rolls against any of those enemies who could hear the roar.
Description
Known commonly as Taklak, he is a mean Kobold who makes a meaner living tracking down people for pay. Unlike some people who collect bounties, though, Taklak isn’t a savage who follows quarry into or through the wilderness. He’s involved in a lucrative trade, in the place wherever he lives, that routinely tests his skills and survival instincts. What’s more, he isn’t alone, as a bounty hunter in the wild would be: Taklak routinely interacts with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help him succeed.
He is a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. He is also someone who has his ear to the street, aware of the doings of thieves’ guilds and street gangs, and is in frequent contact with people associated with the criminal underworld. The communities where Taklak plies his trade might be Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or less populous locations, perhaps Luskan or Yartar — any place that’s large enough to have a steady supply of potential quarries.
Personality Traits
• I would rather make a new friend than a new enemy.
• I blow up at the slightest insult.
Ideals
• Greed. I will do whatever it takes to become wealthy.
Bonds
• I’m trying to pay off an old debt I owe to a generous benefactor.
Flaws
• I turn tail and run when things look bad.
Equipment: A set of traveler’s clothes and a helm; a dagger; a sling and a pouch of 20 sling bullets; a net; a utility belt with a grappling hook and 50 feet of silk rope, 2 sets of manacles, a small knife, a set of thieves’ tools, a tinderbox, a steel mirror, 100 feet of string, a bag of ball bearings, a bag of caltrops, 10 iron spikes, a censer and 6 blocks of incense, a flask of oil, 2 jars of sealing wax, 2 vials or acid, 3 small bells, 3 candles, and 3 pieces of chalk; and a coinpurse containing 20 gp
Molavakri-Ashtai
Additional Proficiencies. Calligrapher's Supplies, Forgery Kit
Dual Mind. Molavakri-Ashtai has advantage on all Wisdom saving throws.
Severed from Dreams. Molavakri-Ashtai is immune to spells and other magical effects that require her to dream, like dream, but not to spells and other magical effects that put creatures to sleep, like sleep.
Small Knife (improvised weapon). Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
Mind Link. Whenever Molavakri-Ashtai speaks telepathically to a creature she can use her action to give that creature the ability to speak telepathically with her for up to 1 hour or until she end this effect as an action. To use this ability, the creature must be within 10 feet of Molavakri-Ashtai and be able to see her. She can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Description
Personality Traits
• I’m always looking to improve efficiency.
• I’m critical of monarchies and limits on the houses.
Ideal
• Tradition. I uphold traditions of my house and bring honor to my family. (Lawful)
Bond
• Someone I love was killed by a rival faction within my house, and I will have revenge.
Flaw
• I’m fixated on following official protocols.
Kalashtar Quirk
• I am strongly influenced by the emotions of those around you.
Molavakri-Ashtai has sworn fealty to House Sivis in the hopes of making her fortune through the house. Her main task is to serve as the eyes of House Sivis, but she could be called on at any time to act as its hand in the roll of a covert operative. Such missions can be perilous but lucrative.
As an agent of House Sivis, Molavakri-Ashtai can always get food and lodging for herself and her friends at a Sivis enclave. When the house assigns her a mission, it will usually provide her with the necessary supplies and transportation. Beyond this, Molavakri-Ashtai has many old friends, mentors, and rivals in House Sivis, and she may encounter one of them when she interacts with any House Sivis business. The degree to which such acquaintances are willing to help her depends on her current standing in the house.
Equipment: A set of fine clothes, House Sivis signet ring, identification papers, a scrollcase, calligrapher's supplies & forgery kit, a small knife, and a purse containing 20 gp.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.
Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep.
In addition to running their network of speaking stones, the gnomes of House Sivis also train and licenses scribes, notaries, interpreters, cartographers, barristers, heralds, bookbinders, and others who work with words. House Sivis has an especially close relationship with House Kundarak, as Kundarak letters of credit must be notarized with a Sivis arcane mark.
Doyenne Lyssa Larriman, the leader of House Sivis, takes great pains to maintain the trust of its clients and holds a position of absolute neutrality in all disputes, whether between houses or nations. He also ensures that any internal intrigues never threaten the house or its reputation.
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This is indeed quite helpful, Sposta. Here's an NPC I've made using both your rules and Gnomish naming conventions.
Sprocket Wrench. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
Adelaide's Astounding Thingamawidgit. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Description
Adelaide is an accomplished tinker in the Fraternity Of Metalworkers, an influential guild involved in everything from the mass production of household tools and appliances, to the smithing of armaments for militaries, to the development of cutting edge and experimental artifice, the latter of which he is considered a specialist in with numerous innovative creations (patents pending).
Personality Traits
• I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
• I like to talk at length about my profession.
Ideal
• Aspiration. I work hard to be the best there is at my craft. (Any)
Bond
• The workshop where I learned my trade is the most important place in the world to me.
Flaw
• I’m never satisfied with what I have — I always want more.
As an established and respected member of a guild, Adelaide can rely on certain benefits that membership provides. Adelaide's fellow guild members will provide him and his companions with lodging and food if necessary, and pay for his funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of Adelaide's profession, which can be a good place to meet potential patrons, allies, or hirelings.
Adelaide is in good standing with his guild, which wields tremendous political power. If any of his associates are accused of a crime, he can use his connections to support them if a case can be made for their innocence or if the crime is justifiable. He is also able to leverage his connections to help gain access to powerful political figures closely aligned with his guild. Such connections do not come cheap, and might require the donation of money or magic items, or a considerable favor.
Equipment
A set of tinker’s tools, a framed letter of introduction from his guild, a set of traveler’s clothes, a music box, a mechanical fire starter, a clockwork duck, and a pouch containing 15 gp
It is, indeed!
I’m glad! (And Adelaide is well named. 😉)
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This is way more than I need. Here's my method:
10's in everything unless they're remarkable in some way. Proficiency in the things they need for their job, don't even write down the tools, just the job. +0 to hit, 1d4+0 improvised weapon. Usually go down in one hit. When introduced, say whatever random thing is on my mind, and that's the basis for their personality. Do you think it would be easier to live with one foot, or no feet?
This technique is not intended for all of those nameless, faceless NPCs that don’t matter and nobody will ever interact with again. These are the special NPC commoners that aren’t quite powerful enough to get class levels, but are too special or unique to be “nobodies.” Or the ones the party will interact with so regularly that they will inevitably become more substantial anyway whether I like it or not. At least this way I have some control, or at least forewarning.
This technique is for rapidly generating a recurring commoner who the DM will have to be able to replicate over and over consistently, or for creating memorable NPCs when you have the time. In under a minute I can drag-highlight, & copy/paste a race and a background into a commoner, randomly generate characteristics for them which includes an alignment suggestion, and do it all while RPing this new NPC without ever skipping a beat, and then refine them later to make their permanent statblock.
But if this technique isn’t really useful to you that’s fine. It is to others. And your interacting, even just to state you don’t find value in the technique still raises visibility to help people who will get use out of it find this thread. So, thanks for the free bump.
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1, 2, 3 for M:tG
Adalbirt Abledown
Additional Proficiency. Glassblower’s Tools
Athamé (Dagger). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Spellcasting (WIS). Spell Attack +4
Adalbirt casts one of the following spells, requiring no material components:
Description
Distant kin of giant owls from the Feywild, Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders. Like owls, owlin are graced with feathers that make no sound when they move or fly.
Adalbirt is an artist, and he had prepared to hone his craft according to the traditions of Prismari College. Prismari, the College of Elemental Arts, is devoted to the study and practice of art intertwined with magic. The mage-students of Prismari wield magic in spectacles of creativity: masterpieces of showy, over-the-top magic. They use elemental magic, often combining different types of energy—fire, water, air, earth, lightning, heat, cold—in powerful expressions of conflict and harmony.
Adalbirt had grand visions of bringing his art of hand-blown ice sculptures to life in a fusion of magic and creativity…. Until those hopes were dashed by a scandal that he swears was not of his making.
Characteristics
Personality Traits
• I’m beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore.
• I am horribly, horribly awkward in social situations.
Ideal
• Beauty. What is beautiful points us beyond itself toward what is true. (Good)
Bond
• My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
Flaws
• I can’t keep a secret to save my life, or anyone else’s.
• I am an aspiring poet of boundless inspiration, er… but poor reputation….
Equipment: A school uniform; an athamé; a bandolier of watercolor paints; a satchel containing a bottle of black ink, an ink pen, a scrollcase with a dozen sheets of paper, a book from his mentor, and a set of glassblower's tools; and a pouch containing 10 gp.
Dunja
Additional Proficiency. Woodcarver’s Tools
Equine Build. Dunja counts as one size larger when determining her carrying capacity (
180360) and the weight she can push or drag (360720). In addition, any climb that requires hands and feet, costs 4 extra feet per foot of movement, instead of the normal 1 extra foot.Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Javelin (4). Melee or Ranged Weapon Attack: +4 to hit, reach 5 or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Charge. If the Centaur moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, it can immediately follow that attack with a bonus action, making one attack against the target with its hooves.
Description
Dunja Is a member of a blessed community, built on the ideals of harmony. In the Selesnya Conclave, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat’Selesnya. As a member of the Selesnya Conclave, Dunja is surrounded by people and other creatures who share her worldview and her longing for deeper spiritual communion with the world. She has a fervent desire to share the joy she experiences with Ravnica. Like all centaurs, Dunja celebrates life and growth, and at the same time she reveres the traditions of the past.
Characteristics
Personality Traits
• Seeing illness or injury in any creature saddens me.
• Nature offers rich and abundant metaphors for understanding the complexities of life.
Ideal
• Life. Preserving life and nature is always a worthwhile endeavor. (Good)
Bond
• I’ll sing the invitation of Mat’Selesnya with my dying breath.
Flaw
• I have a fierce temper that doesn’t reflect the inner calm I seek.
Equipment: A Selesnya insignia, a healer's kit, 4 javelins, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins).
Contacts
As a member of the Selesnya Conclave, Dunja can count on her guild mates to provide shelter and aid. Dunja and her companions can find a place to hide or rest in any Selesnya enclave in the city, unless she has proven to be a danger to them. The members of the enclave will shield her from the law or anyone else searching for her, though they will not risk their lives in this effort.
In addition, as a guild member Dunja receives free healing and care at a Selesnya enclave, though she must provide any material components needed for spells.
Selesnya Ally
• A wise centaur trainer, Kotyali, believed in me even though I was a terrible student.
Selesnya Rival
• A “good friend,” Pinya, has risen to become a Ledev guardian.
Other Contact
• I once had a heated public argument with an Izzet chemister named Ovlan. Neither of us is allowed back into that restaurant, so we argue at the one across the plaza now.
Selesnya centaurs favor long, flowing hair. The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers.
The Conclave is committed to resisting the ambitions of the other guilds — with military force if necessary. Though they are smaller than a human rider mounted on a horse, centaurs fill similar roles as cavalry warriors, messengers, outriders, and scouts. Among the Selesnya, centaurs are also the voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces. Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole.
“Quickhooves” Xokiya
Additional Proficiency. Pan Flute, Vehicles (Land)
Echoes of Victory. Whenever Quickhooves visits any settlement within 100 miles of Amatrophon, where she lives, there is a 50 % chance she can find someone there who admires her and is willing to provide information or temporary shelter.
Magic Resistance. Quickhooves has advantage on saving throws against spells and other magical effects.
Mirthful Leaps. Whenever Quickhooves jumps she adds 4 (1d8) feet to the distance: High Jump 2 / 4 ft. (running); Long Jump 6 / 12 ft. (running). This extra distance costs movement (as normal).
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Discus. Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Description
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Quickhooves is no different, but she does strive to perfect herself physically and in execution of everything she does. The thrill of competition lights fire in her' blood, and the roar of the crowd drives her forward. Quickhooves’ main event is the Pentathlon (running, long jump, discus, javelin, and wrestling).
She maintains a comfortable lifestyle as an athlete. She has attracted admiration among spectators, fellow athletes, and trainers in the region that host her athletic victories. Tales of her exploits precede her, and might open doors or loosen tongues.
Characteristics
Personality Traits
• I feel most at peace during physical exertion, be it exercise or battle.
• I get irritated if people praise someone else and not me.
Ideal
• Triumph. The best part of winning is seeing my rivals brought low.
Bond
• The person who trained me is the most important person in my world.
Flaw
• I indulge in a habit that threatens my reputation or my health.
Eccentricity
• If stumped, I smoke a pipe. And if I’m going to smoke a pipe, it’s going to be a most splendid pipe.
Equipment: A set of traveler’s clothes, a javelin, a bronze discus, her lucky pipe of remembrance, and a purse containing 10 gp.
Satyrs are raucous fey that resemble humans with the furry lower bodies and cloven hooves of goats. They frolic in wild forests, driven by curiosity and hedonism in equal measure. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure.
While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.
Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
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In my day, a commoner used the array (9, 10, 10, 11, 11, 12) This was a 15 point distribution of three 10's and three 11's representing the average of a set of 3d6 rolls and the application of a +2, -2 pair of racial modifiers applied purposefully so as to not create a wider range of scores.
It is worth noting that Warriors/Experts also used this 15 point allocation, but distributed them so as to generate an array of (6, 10, 10, 10, 10, 18) begining the trend of having two exceptional - and thus uncommon - ability scores, one that is a 'liability' to be overcome or compensated for by partnering with another character, and the other that is a boon of advantage to your specific profession.
Notes: The 6, rather than being a simple (8-2) is actually a (6or7-2) with some of the penalty negated by a minimum 6 attribute score rule which allowed for the milking of two more points out of the system turning what would have been a base 14 for the high score into a base 15. The description also allowed for a +1 to attribute score magic item or other source such as a racial bonus feat or level 3 feat or level 4 ASI. Also interesting to note, that in earlier additions, this array would have been a servicable PC array.
Thank you for your time and please have a very pleasant day.
The difference between a 10 and an 11 (or 8 and 9) is only relevant to carrying capacity and long jumps this edition. So an array of 8, 10, 10, 10, 10, 12 is virtually identical to an array of 9, 10, 10, 11, 11, 12.
In addition, this edition there are no longer any negative racial adjustments to ability scores. (Pretty soon there won’t have any racial adjustments to scores at all.) Not to mention that this edition (as you’ve noted) the PCs all have a much higher array of Ability Scores as well, so adding an additional +2/+1 (or +1/+1/+1) to a commoner will still give them muuucch lower stats than most PCs today.
Finally, as I stated before, those are not intended to be the “run of the mill” NPC commoners. (For them I use the standard commoner statblock and just add a race to it if it actually matters.) These are the “special” NPCs. These are the NPCs that are meant to be the homebrewed analogs to the published NPCs.
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Oh, I get it. If you ignore all the SKT characters, you just have ordinary commoners and one noble. The SKT guys are all from Chapter 2, where the given NPCs are meant to be put in the players' hands as sort of sidekicks. It's a very odd encounter, and I don't think they've replicated it since. It's kind of a mess, but the idea is to boost the players up to the point where they can take on giants at an early level, while allowing potential casualties without ending the adventure. Point is, it's a real niche thing. I suppose if your needs are similar to that, it makes sense to roll these up.
A number of the commoners in that list I linked are from Waterdeep: Dragon Heist and Curse of Strahd. Here are some more from CRs ⅛ — ½ as well, including Volo from Tomb of Annihilation.
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Nobles and thugs for the most part. Statted out because the party might fight them. And missing all the personality stuff you included.
Just seems like wasted effort to me. (My party was so hyped about the guy with the crossbow arm though. It's totally pointless mechanically, but it's great.)
Here are some more from the following sources:
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I'll never give you free traffic on your post that you worked hard on! Anybody reading this, go away! Lol.
😂😂
I’m just trying to inspire people and show how quick and easy it can be to whip up unique and memorable NPCs in a minute or two. Yeah, I took a little longer to pretty these up for this thread (and publication), but the following took me only a couple of minutes:
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Kalazmir
Additional Proficiencies. Drum, Wargong
Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Goring Rush. Immediately after Kalazmir uses the Dash action on his turn and moves at least 20 feet, he can make one melee attack with his horns as a bonus action.
Hammering Horns. Immediately after Kalazmir hits a creature with a melee attack as part of the Attack action on his turn, he can use a bonus action to attempt to shove that target with his horns. The target must be Large or smaller and within 5 feet of Kalazmir. Unless it succeeds on a DC 12 Strength saving throw, Kalazmir pushes it up to 10 feet away.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is Kalazmir’s entertainer routine, though he also has some other skills.
Characteristics
Personality Traits
• I love a good insult, even one directed at me.
• I change my mood or my mind as quickly as I change key in a song.
Ideal
• Greed. I’m only in it for the money and fame. (Evil)
Bond
• I idolize a hero of the old tales and measure my deeds against that person’s.
Flaw
• I’ll do anything to win fame and renown.
Equipment: A Maul, 2 Drums, a lucky Herengone foot, a costume, and a pouch containing 15 gp
Feature: By Popular Demand Kalazmir can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, he receives free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as he performs each night. In addition, his performance makes him something of a local figure. When strangers recognize him in a town where he has performed, they typically take a liking to him.
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